====== 24. Spellbooks ======

Wizards do not have it easy in this dungeon. No, that's not
strong enough. Wizards get //hosed//.

Because the PCs are going to be underground for about 2
game years, with no way of returning to the surface, it's difficult
for wizards to justify spells "appearing" in their spellbooks.
Sorcerers, druids, and clerics all draw their power from a less
tangible source, but a wizard has no new sources of magic.
Because this may upset those wanting to play spellcasters, there
are a number of ways to help wizards through this.

There are plenty of scrolls scattered throughout every Region
(and plenty of room for the DM to drop them in to the Dungeon
as he sees fit). When these scrolls are discovered, the wizard can
merely place the spells in his spellbook rather than "waste" them
in combat. This ensures that wizards always have something,
but wholly determines what they can and cannot learn.

Alternately, the DM can allow wizards to start with a full spellbook
(as a 20th-level wizard), forcing the fledgling wizard to
choose //all// his spells ahead of time. This is challenging, but can
also put a wizard who is unprepared for specific challenges at a
huge disadvantage. DMs should choose half of the spells for a
spell book of this nature.

If a wizard gains access to a divine (or bardic) spell that also
appears on the arcane spell list, the DM may allow the wizard to
learn that spell. If the wizard studies the spell from a divine spellcaster,
add +5 to the DC check to learn it. Increase the the modifier
by +2 per spell level difference between the lists. If the wizard
wants to learn a spell that's 3rd level for a cleric but 2nd level
for a wizard, increase the DC by +7. No matter what, the wizard
can learn only those spells that appear on his spell list.

Finally, the DM can simply allow the PC to choose whichever
spells he likes as he goes up in level. This is the least exciting
method, but gives PCs the greatest spread of options.

Ultimately, whatever the DM decides is law.

One last thing, spells like //entangle// and //web// are devastatingly
powerful in a dungeon. We've made sure the bad guys don't
have them. DMs should do the same with the PCs.
